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That guy

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  1. we can also see the version number in this screen from MeriStation

    http://www.armaholic.com/datas/users/4-arma2_preview_meristation_april_42.jpg

    same version

    but honestly, i dont see why some of you are so wound up over this preview version. its also obvious that all the previewers a playing on the easies settings. look at all the markers and aids on screen. sure, the AI are no match for the human players, and probably for a long time, never will (on equal terms that is). but even core AI does not change from ArmA1, even the addition of non-forward movement and centimeter precision will increase the AIs combat efficiency tremendously.

    also remember that BIS has to code AI that will also make it appealing enough for the general public. just imagine the reviews and feedback if the AI had as much common sence as a normal human. a small fire fight would last for hours and hours against even a few foes. sure most of us crazy fools who post on this forum would love that (me included), the general public would not. lets face it, hiding behind a barrier for an hour hearing shots nearby, not being able to move or shoot can get very very boring if you are not in the right mind set


  2. when moving weapon sights do become misaligned.

    even though when moving, you can aim part of the weapon at a target the shot can miss

    here is a little diogram. the " . " represents point of impact

    ____.

    ---_|_--- properly aligned sights

    __.

    ---|__--- misaligned sights

    as you can see its just like shooting a real weapon. i find it to be (along with the true first person and freeaim) to extremely satisfying to shoot in Arma

    now if only it were possible to make a 3D optical scope model :P


  3. well i dont really know what those lines are needed for (they look important to me)

    the reason i was not doing the addmag addweap was to give more variability and randomness

    the script randomly takes one of the item listed in the _Weapons= and _ammo= and give a box between 0 and 4 magazines and 0 and 1 weapons each time the mission starts

    maybe i did not make that too apparent my first post, sorry


  4. the cool thing about ArmA is the bullets actually come out of the actual muzzle of the weapon model, so the weapons them selves have have high degrees of accuracy (pin point accuracy at close range, with little deviation at long), but the muzzle bounces around a lot, in addition to the sites becoming miss aligned, causing realistic missing. as opposed to the simple cone of fire seen in most other games


  5. Hello

    I am trying to make a small COOP mission on klurs island for the purposes of slaughtering the undead, however, i have run into a couple small problems that have got me hung up. i hope some of you guys can help me out.

    as i note I have NO programming abilities, the extent of my knowledge is adding variables and tweaking things, which i figured out fro a little trial and error :(

    As a base i am using a lot of scripts out of the QUARANTINE mission (thanks to whom ever made that mission)

    hang up number one:

    i have tweaked the boxArm.sqs from Q to get rid of the random placement in buildings. the script works fine for the ammo boxes however i would like to extend that functionality to people, specifically the zombies (add random bits of gear). this is what the script looks like:

    ? !isServer: exit

    ~random 30

    _Weapons=(left out to save space)

    _ammo=(left out to save space)

    _box=_this select 0

    _stagtime=boxarmtime

    boxarmtime=boxarmtime+10

    #start

    ~0.5

    ~_stagtime

    _box setdir random 360;

    _ranselect= round random 9

    ~1

    randomam= _ammo select _ranselect

    randomwep=_Weapons select _ranselect

    _box addmagazinecargo [randomam,random 4];box addweaponcargo [randomwep,1];

    box=_box

    publicVariable "box"

    publicVariable "randomam"

    publicVariable "randomwep"

    exit

    i have tried removing the lines related to weapons (as i dont want the Z to have them), but no gear spawns. do i have to rename the variable from "box" to "man" or something?

    also having to do with the above script, i would like to drastically lower the probability of a weapon spawning in the crates. i changed the [randomwep] from 1 to .5, but that seemed to stop weapons from spawning at all (or it wrk WAY to well)

    another problem i am having is with syntax. i am also using the FLARERED (medkits) scripts from Q

    i add: this addaction [""Use Medkit"",""healaction.sqs""] to the player units but i get an error. i copied this directly from the mission.sqm from Q so i am not sure what is missing. arma tells me i am missing a "]" . i have tryed moving some stuff around, and adding things like "exec" but nothing is catching

    my final hurtle is not such a big problem (haven't even reached this stage yet). its more of a future question

    for the mission players will be stranded in the north of klurs with out a map (ACE). they need to find one so that they can return to safety in the south (they find it on a Z or in a crate somewhere).

    i want the mission to update once they have found the map. the editing guide does not exactly say how to go about doing this. at least not directly enough for me to figure it out :o

    thanks for your help

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